GDC 2015: "Unleash the Benefits of OpenGL ES 3.1 and Android Extension Pack (AEP) (Presented by ARM)" by Hans-Kristian Arntzen, Tom Olson of ARM https://gdcvault.com/play/1022390/Unleash-the-Benefits-of-OpenGL

This presentation spanned the gamut, from "wow that's interesting" to "omg that's so stupid"

The "wow that's interesting" part was when the presenter was discussing Mali hardware. They mentioned 2 interesting things:

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Unleash the Benefits of OpenGL ES 3.1 and Android Extension Pack (AEP) (Presented by ARM)

OpenGL ES 3.1 provides a rich set of tools for creating stunning images. This talk will cover best practices for using advanced features of OpenGL ES 3.1 on ARM Mali GPUs, using recently developed examples from the Mali SDK. We'll also look at...

1. Mali doesn't use warps (where multiple threads share the same program counter). Instead, each thread has its own program counter. This is fascinating; I've never heard of a GPU working this way. And it could definitely change how you write shaders!!

2. They were saying that shared memory (which I'm assuming is LDS) is not any faster than global memory, which is *wild*. I wonder if they just *don't have LDS* and just use global memory instead...

2/5

@GDCPresoReviews caveat on this toot: be careful about outdated information. Don't assume that more modern Mali architectures work this way